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2009-02-04(svn r15340) -Fix [FS#2121]: changing town road layout in-game caused ugly ↵smatz
road networks -Fix: use a flag instead of TL_NO_ROADS to forbid towns to build roads. The flag is ignored during world generation, so there won't be 'ghost' towns anymore -Feature: town layout is now stored per town, so it is possible to (manually) set different layout for each town
2009-02-01(svn r15304) -Fix [FS#2587]: When loading savegames use the roadtype of the ↵frosch
front vehicles just like it is done on construction.
2009-02-01(svn r15303) -Fix (r12381): desync if a GRF used town's last month max. ↵smatz
pass/mail
2009-01-31(svn r15299) -Cleanup: remove many redundant includessmatz
2009-01-28(svn r15290) -Codechange: Isolate size and section of the UnMovable HQ ↵belugas
object, in order to keep the Unmovable type free of any irrelevant data
2009-01-27(svn r15287) -Cleanup: some code style, remove erroneous comment.rubidium
-Document: the fact that zlib reads uninitialised data (valgrind notices this) and that it won't be fixed in zlib and that we can't do anything about it except ignoring it.
2009-01-25(svn r15274) -Fix (r8705): oldloader wasn't updated to use 64bit airport_flagssmatz
2009-01-25(svn r15272) -Codechange: Check that engine types of vehicles are valid and ↵peter1138
for the correct type on loading a game. This prevents a crash/assertion failure if required NewGRFs are not available. This won't make the game playable, but will let you see what NewGRFs are required.
2009-01-24(svn r15257) -Cleanup: remove Company::is_noai, it is not needed anymoresmatz
2009-01-24(svn r15256) -Fix (r15027): use of uninitialised variable while ↵smatz
saving/loading game with AIs
2009-01-24(svn r15251) -Fix (r15249): trains from 0.2.0-0.3.0 could be in 'stopping' ↵smatz
state instead of 'stopped' (this problem doesn't affect trains in depot)
2009-01-24(svn r15249) -Fix [FS#2576]: force trains from old (and other vehicles from ↵smatz
'recent') savegames to have zero cur_speed while stopped (cooperation with frosch123)
2009-01-23(svn r15248) -Fix [FS#2561]: we require v->cur_speed to be zero for wagons ↵smatz
and non-front engines
2009-01-23(svn r15239) -Fix [FS#2579]: The start date of random AIs was not stored in ↵Yexo
the config file or the savegame.
2009-01-23(svn r15230) -Fix (r1): aircraft could have zero speed while in air after ↵smatz
loading old savegame
2009-01-23(svn r15227) -Fix [FS#2571](r1): aircraft could be 'loading in the air' ↵smatz
after converting old savegames
2009-01-23(svn r15223) -Codechange: move GetOldTownName to oldloader_sl.cpp as it is ↵smatz
specific to loading of TTO/TTD savegames
2009-01-23(svn r15220) -Fix (r15216): signedness warningrubidium
2009-01-23(svn r15219) -Fix (r15216): MSVC failed to find the proper casts.Yexo
2009-01-23(svn r15216) -Feature: native support for Transport Tycoon (Original) ↵smatz
savegames. Based on SVXConverter's source code and documentation by Roman Vetter
2009-01-22(svn r15211) -Fix (r15190): loading of TTD savegames was brokensmatz
2009-01-21(svn r15190) -Feature: Allow terraforming of the tiles at the edges of the map.Yexo
2009-01-21(svn r15189) -Cleanup: remove unused includessmatz
2009-01-21(svn r15183) -Fix: stand-alone rail tiles with invalid owner were not ↵smatz
removed. Also, make the whole check a bit more intelligent.
2009-01-20(svn r15181) -Fix (r15180): of course it is enough to update aircraft once...smatz
2009-01-20(svn r15180) -Fix [FS#2560](r8498): old aircraft have to be updated after ↵smatz
updating airport_type of oil rigs
2009-01-20(svn r15179) -Fix [FS#2560](r12096): removing of leftover level crossings ↵smatz
(from very old savegames) failed
2009-01-20(svn r15174) -Codechange: split oldloader.cppsmatz
2009-01-20(svn r15173) -Codechange: shuffle a few lines of code in oldloader.cppsmatz
2009-01-20(svn r15170) -Fix: vehicle value is 64bit now, oldloader was reading it as 32bitsmatz
2009-01-20(svn r15169) -Revert (r11271): it was broken by r12924, and the issue is ↵smatz
fixed again in r12948 in a cleaner way
2009-01-20(svn r15168) -Codechange: use only really basic map accessors in ↵smatz
oldloader.cpp, shuffle the code a bit
2009-01-20(svn r15166) -Codechange: reduce number of includes in afterload.cppsmatz
2009-01-20(svn r15158) -Cleanup: remove some unused/unneeded cruft from the thread ↵rubidium
generalisation.
2009-01-19(svn r15148) -Cleanup: Remove the options "competitor start time" and ↵Yexo
"competitor intelligence" from the difficulty options because they already were unused.
2009-01-19(svn r15147) -Fix (r15146): compile before commitglx
2009-01-18(svn r15146) -Fix: show savegame name even when opening it failedsmatz
2009-01-18(svn r15145) -Fix: crash when one tried to load a TTO savegamesmatz
-Fix (r15144): it wasn't safe at all, but the code broken code isn't needed anymore
2009-01-18(svn r15144) -Codechange: make sure we don't run out of bounds while ↵smatz
determining old savegame name Note this can't happen in current code
2009-01-18(svn r15137) -Fix (r11822)(r14340): signs with sign 'Sign' were lost when ↵smatz
converting from TTD savegames
2009-01-16(svn r15116) -Fix (r1): company money weren't correctly converted from ↵smatz
TTD(P) savegames
2009-01-13(svn r15077) -Codechange: enumify DAYS_IN_YEAR and DAYS_IN_LEAP_YEARsmatz
-Change: when computing daily running cost, divide by 365 (instead of 364). Since r12134, the rounding errors don't need this correction anymore
2009-01-13(svn r15075) -Fix: store _next_competitor_start as uint32, else it might ↵truebrain
overflow for values > 2.4 years
2009-01-13(svn r15045) -Add [NoAI API CHANGE]: in info.nut you can now have (optional) ↵truebrain
a CanLoadFromVersion(version), which should return true/false, to indicate if you can load a savegame made with your AI of version 'version' -Add [NoAI API CHANGE]: in main.nut the Load() function now should be Load(version, data), where 'version' is the version of your AI which made the savegame -Codechange [NoAI]: various of function renames to make things more sane -Add [NoAI]: push the 'version' of the AI through various of layers -Codechange [NoAI]: various of code cleanups -Add [NoAI]: store the version of the AI in the savegame too
2009-01-12(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to ↵truebrain
see. NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
2009-01-10(svn r14949) -Cleanup: pointer coding stylerubidium
2009-01-08(svn r14919) -Feature: distant joining of stations (Frostregen and PhilSophus)rubidium
2009-01-04(svn r14829) -Fix (r14828): forgot CH_LASTsmatz
2009-01-04(svn r14828) -Codechange: move most of save/load-specific code to separate filessmatz